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It's better than paying 10 or 15 bucks a month. In WoW you pay about 15 a month. If Guild Wars releases an expansion every 6 months for 50 bucks, then you are saving about 40 bucks as opposed to paying a subscription. That's 80 bucks a year, which pays for the expansion for next year with leftovers, these leftovers coupled with the money you save on the expansion you bought with last years savings buys the next expansion. Plus when you buy an expansion ther are new classes and a whole new area. Besides, you don't need the original Guild Wars to play. Just buy any of the expansions. The PvP is amazing.
That being said, it's a good glorified Diablo game. But I'll stick to my World of Raidcraft for now.
It's not really anything like Diablo, It's not a hack n' slash and gear is not a huge part of the game. Unlike most RPGs it is about skill and not hours played or gear earned. Do not compare this to Diablo at all.
Despite the fact, unless I'm horribly mistaken, it was made by quite a few of the same people that made the Diablo series? (I can't remember which ex-Blizzard members made it, North or not.)
It also uses the same general "party" system as Diablo and Diablo II, just with a city instead of a chat room. That's the reason it's free.
Now, it's anything close to a Diablo clone, as it is far more complex than Diablo or most of its successors (hence glorified), however, it does have a certain resemblance, and I think it falls into the same general vein of games, which I usually call "Diablo" games 'cause I'm an ignorant ass.
Or, that's what I think anyway. But who cares what Goyle thinks.
I think the main reason why it's not that popular is because MMORPG's are mainly attractive to the hardcore gamer segment, and GW caters more to casual gamers, so the majority of the target market is "too cool" to play it (I think it's really because they're more interested in watching their character kill something instead of making split-second life-or-death decisions about which skill to use and when). Never mind it's more of a challenge than other MMORPG's because you can't just level grind every time the game gets a little tough.
I think it's not really considered an MMORPG because when you leave town your party gets their own area to explore, so you don't run into anyone else in the wilderness.
I really can't make much of a comparison because my last experience with "hardcore" MMORPG's was a series of extremely brief and BORING AS HELL sessions with Everquest. Needless to say, I'm a GW player all the way.
Guild Wars is a great way to start an MMORPG addiction. Kind of like the way they always say pot is a great way to start a cocaine addiction. At least that's the way it's working for a friend of mine who's talking about starting into D&D online.
Edit: And it's also a good idea to start GW now, rather than waiting a couple years. If the differences between the original campaign and Factions are any indication, later chapters may have steeper learning curves. Plus, for each chapter you have, you can make two more PC's, and more classes will mean you'll appreciate having more character slots.
If you get just Nightfall, you will have only 8 classes and 4 slots. Same with only Factions. You merge Guild Wars with factions you will have 8 classes and 6 slots. Same with Nightfall. You merge all 3 together, You get 10 Classes and 8 slots.
GW: Only the prophecies and 6 classes, but the best if you want all the more popular skills.
Factions: 8 classes, the addition of Assassin and Ritualist. You wont have all the skills though only the Faction skills.
Nightfall*: 8 classes, the addition of Dervish and Paragon. Wont have all the original skills.
GW+Factions:You will have all the original and new skills and the 2 continents and 2 additional slots.
GW+Nightfall*: You will have the original skills and Nightfall skills, 2 additional slots, but none of the Faction's Assassin or Ritualist or skills.
GW+Factions+Nightfall: You will have everything all three have. and 4 additional slots.
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